Elf Ranger 11/Monk 6/Rogue 3
Starting Stats: STR 15, DEX 13, CON 12, INT 12, WIS 16, CHA 9
All levelups into STR
Tomes required: +2 INT Tome at 7th for skill points, +1 CON Tome before 7th for Resilience
Tomes recommended: STR, CON, WIS, CHA as high as you can get
Feats:
01 Rogue Point Blank Shot
02 Monk Dodge
03 Monk Toughness, Power Attack
04 Monk
05 Monk
06 Monk Weapon Focus: Ranged
07 Monk Resilience
08 Ranger Favored Enemy: Undead (Bow Strength)
09 Ranger Zen Archery (TWF, Rapid Shot)
10 Rogue
11 Ranger (Diehard)
12 Ranger Mental Toughness
13 Ranger Favored Enemy: Evil Outsider
14 Ranger (ITWF, Manyshot)
15 Ranger Improved Critical: Ranged
16 Ranger
17 Ranger
18 Ranger Improved Critical: Piercing, Favored Enemy: Human
19 Ranger (GTWF, IPS)
20 Rogue
Enhancements:
Ranger Extra Action Boost I
Ranger Skill Boost IV
Ranger Sprint Boost I
Elven Arcane Archer: Imbue Acid Arrows
Elven Arcane Archer: Imbue Explosive Arrows
Elven Arcane Archer: Imbue Force Arrows
Elven Arcane Archer: Imbue Force Burst Arrows
Elven Arcane Archer: Imbue Slaying Arrows
Elven Arcane Archer: Imbue Terror Arrows
Elven Ranged Attack II
Elven Ranged Damage II
Way of the Patient Tortiose II
Monk Improved Recovery I
Adept of Flame
Adept of Rain
Racial Toughness II
Ranger Favored Damage III
Elven Arcane Archer I
Elven Arcane Archer: Conjure +5 Arrows
Rogue Sneak Attack Training I
Monk Ninja Spy I
Monk Jump II
Monk Tumble II
Ranger Energy of the Wild II
Ranger Dexterity I
Monk Wisdom II
Rogue Improved Trap Sense I
Elven Arcane Archer with a couple perks. Not the strongest in melee, but is capable of using melee to quickly build up Ki to use Shadow Fade to either gain incoporeal miss chance and remain in melee, or benefit from the invisibility to attempt an escape. Also features full UMD, full trap skills, 3d6+3 base sneak attack, +9 damage to favored enemies, extremely fast short term movespeed, in general a nimble character with high burst damage and basic support while specials are on cool down. Expected to be fairly effective at soloing as well. One of the tricks being able to finish killing a group and use remaining Ki to shadow fade in conjunction with speed boost to completely bypass some groups.
STR 20 base + 6 item + 2 rams + 2 rage pot + 3 STR tome + 3 exceptional + 4 yugo pot + 8 Titan's Grip + 2 Sun Stance = 50 STR, or +19 to damage on ranged and +20 for melee attacks (I'll grant that Madstone would get you higher... but considering this build is capable of UMDing heal and raise scrolls... probably not the best idea)
+19 max bow str bonus
+2 elven ranged damage
+2 rams might
+9 ranger favored damage
+4 GH scroll = +36 base damage on ranged attacks versus favored enemies
+20/30 max melee str bonus
+9 ranger favored damage
+2 rams might
+5/10 power attack
+4 GH scroll
= +35 base damage on favored enemies in melee with mainhand with TWF, +50 base damage on favored enemies with two hander
Conditional 3d6+11 SA if your target is attacking somebody else than you (assuming Tharne's Goggle)
Looks like a fairly viable build... only thing I'm debating is whether I want to put the last four monk levels off until later in the build... perhaps *after* I've picked up manyshot, though taking them earlier means no worries about needing a disease immunity item for mummy rot when doing necro/sands. Well... and perhaps choosing something else as the third favored enemy.
Comments and or suggestions?